Scott Bukatman's Terminal Identity--referring to both the site of the termination of the conventional "subject" and the birth of a new subjectivity constructed at the computer terminal or television screen--puts to rest any lingering doubts of the significance of science fiction in contemporary cultural studies. Demonstrating a comprehensive knowledge, both of the history of science fiction narrative from its earliest origins, and of cultural theory and philosophy, Bukatman redefines the nature of human identity in the Information Age. Drawing on a wide range of contemporary theories of the postmodern--including Fredric Jameson, Donna Haraway, and Jean Baudrillard--Bukatman begins with the proposition that Western culture is suffering a crisis brought on by advanced electronic technologies. Then in a series of chapters richly supported by analyses of literary texts, visual arts, film, video, television, comics, computer games, and graphics, Bukatman takes the reader on an odyssey that traces the postmodern subject from its current crisis, through its close encounters with technology, and finally to new self-recognition. This new "virtual subject," as Bukatman defines it, situates the human and the technological as coexistent, codependent, and mutally defining. Synthesizing the most provocative theories of postmodern culture with a truly encyclopedic treatment of the relevant media, this volume sets a new standard in the study of science fiction--a category that itself may be redefined in light of this work. Bukatman not only offers the most detailed map to date of the intellectual terrain of postmodern technology studies--he arrives at new frontiers, providing a propitious launching point for further inquiries into the relationship of electronic technology and culture.
The headlong rush, the rapid montage, the soaring superhero, the plunging roller coaster—Matters of Gravity focuses on the experience of technological spectacle in American popular culture over the past century. In these essays, leading media and cultural theorist Scott Bukatman reveals how popular culture tames the threats posed by technology and urban modernity by immersing people in delirious kinetic environments like those traversed by Plastic Man, Superman, and the careening astronauts of 2001: A Space Odyssey and The Right Stuff. He argues that as advanced technologies have proliferated, popular culture has turned the attendant fear of instability into the thrill of topsy-turvydom, often by presenting images and experiences of weightless escape from controlled space. Considering theme parks, cyberspace, cinematic special effects, superhero comics, and musical films, Matters of Gravity highlights phenomena that make technology spectacular, permit unfettered flights of fantasy, and free us momentarily from the weight of gravity and history, of past and present. Bukatman delves into the dynamic ways pop culture imagines that apotheosis of modernity: the urban metropolis. He points to two genres, musical films and superhero comics, that turn the city into a unique site of transformative power. Leaping in single bounds from lively descriptions to sharp theoretical insights, Matters of Gravity is a deft, exhilarating celebration of the liberatory effects of popular culture.
Ridley Scott's dystopian classic Blade Runner, an adaptation of Philip K. Dick's novel, Do Androids Dream of Electric Sheep?, combines noir with science fiction to create a groundbreaking cyberpunk vision of urban life in the twenty-first century. With replicants on the run, the rain-drenched Los Angeles which Blade Runner imagines is a city of oppression and enclosure, but a city in which transgression and disorder can always erupt. Graced by stunning sets, lighting, effects, costumes and photography, Blade Runner succeeds brilliantly in depicting a world at once uncannily familiar and startlingly new. In his innovative and nuanced reading, Scott Bukatman details the making of Blade Runner and its steadily improving fortunes following its release in 1982. He situates the film in terms of debates about postmodernism, which have informed much of the criticism devoted to it, but argues that its tensions derive also from the quintessentially twentieth-century, modernist experience of the city – as a space both imprisoning and liberating. In his foreword to this special edition, published to celebrate the 20th anniversary of the BFI Film Classics series, Bukatman suggests that Blade Runner 's visual complexity allows it to translate successfully to the world of high definition and on-demand home cinema. He looks back to the science fiction tradition of the early 1980s, and on to the key changes in the 'final' version of the film in 2007, which risk diminishing the sense of instability created in the original.
In The Poetics of Slumberland, Scott Bukatman celebrates play, plasmatic possibility, and the life of images in cartoons, comics, and cinema. Bukatman begins with Winsor McCay's Little Nemo in Slumberland to explore how and why the emerging media of comics and cartoons brilliantly captured a playful, rebellious energy. Slumberland is more than a marvelous world for Nemo and its other citizens; it is an aesthetic space defined by the artist's innovations. The book broadens to consider similar 'animated' behaviors in seemingly disparate media--films about Jackson Pollock, Pablo Picasso, and Vincent van Gogh; the musical My Fair Lady and the story of Frankenstein; the slapstick comedies of Jerry Lewis; and contemporary comic superheroes--drawing them all together as purveyors of embodied utopias of disorder."--Page 4 of cover.
Hellboy, Mike Mignola's famed comic book demon hunter, wanders through a haunting and horrific world steeped in the history of weird fictions and wide-ranging folklores. Hellboy's World shows how our engagement with Hellboy is also a highly aestheticized encounter with the medium of comics and the materiality of the book. Scott Bukatman's dynamic study explores how comics produce a heightened 'adventure of reading' in which syntheses of image and word, image sequences, and serial narratives create compelling worlds for the reader's imagination to inhabit. In Mignola's work, the imaginative space that exists on the page and within the book becomes a self-aware meditation upon the imaginative space of page and book. To understand the mechanics of creating a world on the page, Bukatman draws upon other media--including children's books, sculpture, pulp fiction, cinema, graphic design, painting, and illuminated manuscripts. Hellboy's World delves into shared fictional universes and occult detection, the riotous colors of comics that elude rationality and control, horror and the evocation of the sublime, and the place of abstraction in Mignola's art to demonstrate the pleasurable and multiple complexities of the reader's experience. Monsters populate the world of Hellboy comics, but Hellboy's World argues that comics are themselves little monsters, unruly sites of sensory and cognitive pleasures that exist, happily, on the margins. The book is not only a treat for Hellboy fans but will entice anyone interested in the medium of comics and the art of reading"--Provided by publisher.
In The Poetics of Slumberland, Scott Bukatman celebrates play, plasmatic possibility, and the life of images in cartoons, comics, and cinema. Bukatman begins with Winsor McCay’s Little Nemo in Slumberland to explore how and why the emerging media of comics and cartoons brilliantly captured a playful, rebellious energy characterized by hyperbolic emotion, physicality, and imagination. The book broadens to consider similar "animated" behaviors in seemingly disparate media—films about Jackson Pollock, Pablo Picasso, and Vincent van Gogh; the musical My Fair Lady and the story of Frankenstein; the slapstick comedies of Jerry Lewis; and contemporary comic superheroes—drawing them all together as the purveyors of embodied utopias of disorder.
Ridley Scott's dystopian classic Blade Runner, an adaptation of Philip K. Dick's novel, Do Androids Dream of Electric Sheep?, combines noir with science fiction to create a groundbreaking cyberpunk vision of urban life in the twenty-first century. With replicants on the run, the rain-drenched Los Angeles which Blade Runner imagines is a city of oppression and enclosure, but a city in which transgression and disorder can always erupt. Graced by stunning sets, lighting, effects, costumes and photography, Blade Runner succeeds brilliantly in depicting a world at once uncannily familiar and startlingly new. In his innovative and nuanced reading, Scott Bukatman details the making of Blade Runner and its steadily improving fortunes following its release in 1982. He situates the film in terms of debates about postmodernism, which have informed much of the criticism devoted to it, but argues that its tensions derive also from the quintessentially twentieth-century, modernist experience of the city – as a space both imprisoning and liberating. In his foreword to this special edition, published to celebrate the 20th anniversary of the BFI Film Classics series, Bukatman suggests that Blade Runner 's visual complexity allows it to translate successfully to the world of high definition and on-demand home cinema. He looks back to the science fiction tradition of the early 1980s, and on to the key changes in the 'final' version of the film in 2007, which risk diminishing the sense of instability created in the original.
Hellboy, Mike Mignola’s famed comic book demon hunter, wanders through a haunting and horrific world steeped in the history of weird fictions and wide-ranging folklores. Hellboy's World shows how our engagement with Hellboy's world is a highly aestheticized encounter with comics and their materiality. Scott Bukatman’s dynamic study explores how comics produce a heightened “adventure of reading” in which syntheses of image and word, image sequences, and serial narratives create compelling worlds for the reader’s imagination to inhabit. Drawing upon other media—including children’s books, sculpture, pulp fiction, cinema, graphic design, painting, and illuminated manuscripts—Bukatman reveals the mechanics of creating a world on the page. He also demonstrates the pleasurable and multiple complexities of the reader’s experience, invoking the riotous colors of comics that elude rationality and control and delving into shared fictional universes and occult detection, the horror genre and the evocation of the sublime, and the place of abstraction in Mignola’s art. Monsters populate the world of Hellboy comics, but Bukatman argues that comics are themselves little monsters, unruly sites of sensory and cognitive pleasures that exist, happily, on the margins. The book is not only a treat for Hellboy fans, but it will entice anyone interested in the medium of comics and the art of reading.
Black Panther was the first Black superhero in mainstream American comics. Black Panther was a cultural phenomenon that broke box office records. Yet it wasn’t just a movie led by and starring Black artists. It grappled with ideas and conflicts central to Black life in America and helped redress the racial dynamics of the Hollywood blockbuster. Scott Bukatman, one of the foremost scholars of superheroes and cinematic spectacle, brings his impeccable pedigree to this lively and accessible study, finding in the utopianism of Black Panther a way of re-envisioning what a superhero movie can and should be while centering the Black creators, performers, and issues behind it. He considers the superheroic Black body; the Pan-African fantasy, feminism, and Afrofuturism of Wakanda; the African American relationship to Africa; the political influence of director Ryan Coogler’s earlier movies; and the entwined performances of Chadwick Boseman’s T’Challa and Michael B. Jordan’s Killmonger. Bukatman argues that Black Panther is escapism of the best kind, offering a fantasy of liberation and social justice while demonstrating the power of popular culture to articulate ideals and raise vital questions.
The headlong rush, the rapid montage, the soaring superhero, the plunging roller coaster—Matters of Gravity focuses on the experience of technological spectacle in American popular culture over the past century. In these essays, leading media and cultural theorist Scott Bukatman reveals how popular culture tames the threats posed by technology and urban modernity by immersing people in delirious kinetic environments like those traversed by Plastic Man, Superman, and the careening astronauts of 2001: A Space Odyssey and The Right Stuff. He argues that as advanced technologies have proliferated, popular culture has turned the attendant fear of instability into the thrill of topsy-turvydom, often by presenting images and experiences of weightless escape from controlled space. Considering theme parks, cyberspace, cinematic special effects, superhero comics, and musical films, Matters of Gravity highlights phenomena that make technology spectacular, permit unfettered flights of fantasy, and free us momentarily from the weight of gravity and history, of past and present. Bukatman delves into the dynamic ways pop culture imagines that apotheosis of modernity: the urban metropolis. He points to two genres, musical films and superhero comics, that turn the city into a unique site of transformative power. Leaping in single bounds from lively descriptions to sharp theoretical insights, Matters of Gravity is a deft, exhilarating celebration of the liberatory effects of popular culture.
This book examines the concepts of Post/Humanism and Transhumanism as depicted in superhero comics. Recent decades have seen mainstream audiences embrace the comic book Superhuman. Meanwhile there has been increasing concern surrounding human enhancement technologies, with the techno-scientific movement of Transhumanism arguing that it is time humans took active control of their evolution. Utilising Deleuze and Guattari’s notion of the rhizome as a non-hierarchical system of knowledge to conceptualize the superhero narrative in terms of its political, social and aesthetic relations to the history of human technological enhancement, this book draws upon a diverse range of texts to explore the way in which the posthuman has been represented in superhero comics, while simultaneously highlighting its shared historical development with Post/Humanist critical theory and the material techno-scientific practices of Transhumanism.
Scott Bukatman's Terminal Identity--referring to both the site of the termination of the conventional "subject" and the birth of a new subjectivity constructed at the computer terminal or television screen--puts to rest any lingering doubts of the significance of science fiction in contemporary cultural studies. Demonstrating a comprehensive knowledge, both of the history of science fiction narrative from its earliest origins, and of cultural theory and philosophy, Bukatman redefines the nature of human identity in the Information Age. Drawing on a wide range of contemporary theories of the postmodern--including Fredric Jameson, Donna Haraway, and Jean Baudrillard--Bukatman begins with the proposition that Western culture is suffering a crisis brought on by advanced electronic technologies. Then in a series of chapters richly supported by analyses of literary texts, visual arts, film, video, television, comics, computer games, and graphics, Bukatman takes the reader on an odyssey that traces the postmodern subject from its current crisis, through its close encounters with technology, and finally to new self-recognition. This new "virtual subject," as Bukatman defines it, situates the human and the technological as coexistent, codependent, and mutally defining. Synthesizing the most provocative theories of postmodern culture with a truly encyclopedic treatment of the relevant media, this volume sets a new standard in the study of science fiction--a category that itself may be redefined in light of this work. Bukatman not only offers the most detailed map to date of the intellectual terrain of postmodern technology studies--he arrives at new frontiers, providing a propitious launching point for further inquiries into the relationship of electronic technology and culture.
Themed spaces have, at their foundation, an overarching narrative, symbolic complex, or story that drives the overall context of their spaces. Theming, in some very unique ways, has expanded beyond previous stereotypes and oversimplifications of culture and place to now consider new and often controversial topics, themes, and storylines."--Publisher's website.
In particular, Donna Haraway argued in her famous 1991 'Cyborg Manifesto' that people, since they are so often now detached and separated from nature, have themselves evolved into cyborgs. This striking idea has had considerable influence within critical theory, cultural studies and even science fiction (where it has surfaced, for example, in the Terminator films and in the Borg of the Star Trek franchise). But it is a notion that has had much less currency in theology. In his innovative new book, Scott Midson boldly argues that the deeper nuances of Haraway's and the cyborg idea can similarly rejuvenate theology, mythology and anthropology. Challenging the damaging anthropocentrism directed towards nature and the non-human in our society, the author reveals - through an imaginative reading of the myth of Eden - how it is now possible for humanity to be at one with the natural world even as it vigorously pursues novel, 'post-human', technologies.
Fans and scholars of film history, gender studies, and broadcast studies will appreciate Balcerzak's thorough exploration of the era's fascinating gender constructs.
Do contemporary big-budget blockbuster films like Gravity move something in us that is fundamentally the same as what avant-garde and experimental films have done for more than a century? In a powerful challenge to mainstream film theory, Cinema’s Bodily Illusions demonstrates that this is the case. Scott C. Richmond bridges genres and periods by focusing, most palpably, on cinema’s power to evoke illusions: feeling like you’re flying through space, experiencing 3D without glasses, or even hallucinating. He argues that cinema is, first and foremost, a technology to modulate perception. He presents a theory of cinema as a proprioceptive technology: cinema becomes art by modulating viewers’ embodied sense of space. It works primarily not at the level of the intellect but at the level of the body. Richmond develops his theory through examples of direct perceptual illusion in cinema: hallucinatory flicker phenomena in Tony Conrad’s The Flicker, eerie depth effects in Marcel Duchamp’s Anémic Cinéma, the illusion of bodily movement through onscreen space in Stanley Kubrick’s 2001, Godfrey Reggio’s Koyaanisqatsi, and Alfonso Cuarón’s Gravity. In doing so he combines insights from Maurice Merleau-Ponty’s phenomenology of perception and James J. Gibson’s ecological approach to perception. The result is his distinctive ecological phenomenology, which allows us to refocus on the cinema’s perceptual, rather than representational, power. Arguing against modernist habits of mind in film theory and aesthetics, and the attendant proclamations of cinema’s death or irrelevance, Richmond demonstrates that cinema’s proprioceptive aesthetics make it an urgent site of contemporary inquiry.
Reveals the systematic marginalization of women within pop culture fan communities When Ghostbusters returned to the screen in 2016, some male fans of the original film boycotted the all-female adaptation of the cult classic, turning to Twitter to express their disapproval and making it clear that they considered the film’s “real” fans to be white, straight men. While extreme, these responses are far from unusual, with similar uproars around the female protagonists of the new Star Wars films to full-fledged geek culture wars and harassment campaigns, as exemplified by the #GamerGate controversy that began in 2014. Over the past decade, fan and geek culture has moved from the margins to the mainstream as fans have become tastemakers and promotional partners, with fan art transformed into official merchandise and fan fiction launching new franchises. But this shift has left some people behind. Suzanne Scott points to the ways in which the “men’s rights” movement and antifeminist pushback against “social justice warriors” connect to new mainstream fandom, where female casting in geek-nostalgia reboots is vilified and historically feminized forms of fan engagement—like cosplay and fan fiction—are treated as less worthy than male-dominant expressions of fandom like collection, possession, and cataloguing. While this gender bias harkens back to the origins of fandom itself, Fake Geek Girls contends that the current view of women in fandom as either inauthentic masqueraders or unwelcome interlopers has been tacitly endorsed by Hollywood franchises and the viewer demographics they selectively champion. It offers a view into the inner workings of how digital fan culture converges with old media and its biases in new and novel ways.
If only more new media commentators had this level of historical-critical reference, engaging, good stories, and a degree of wonder at what media and windows bring to the city, to life." - John Hutnyk, Goldsmiths, University of London "Just when you thought the last word had been said about cities and media, along comes Scott McQuire to breathe new life into the debate. When revisiting existing pathways, his always ingenious eyes produce startling and original insights. When striking out into new territory, he opens up before us inspiring new vistas. I love this book." - James Donald, University of New South Wales "A book that crams into a single chapter more insights and illustrations than seems feasible, yet which ties all threads together through a consistent, theoretically rich analysis of the interplay of media and city... Writing with effusiveness uncharacteristic of back-cover blurbs on academic tomes, James Donald says ′I love this book′. But I will end by echoing his praise, and make a promise to readers: you will love The Media City, too." - European Journal of Communication "Refreshingly clear, getting to grips with some of the key concepts of urban sociology in a way that moves beyond the wistful evocation and splatter of undigested terms that characterises so much academic writing on culture and cities." - Media, Culture & Society Significant changes are occurring in the spaces and rhythms of contemporary cities and in the social functioning of media. This forceful book argues that the redefinition of urban space by mobile, instantaneous and pervasive media is producing a distinctive mode of social experience. Media are no longer separate from the city. Instead the proliferation of spatialized media platforms has produced a media-architecture complex - the media city. Offering critical and historical analysis at the deepest levels, The Media City links the formation of the modern city to the development of modern image technologies and outlines a new genealogy for assessing contemporary developments such as digital networks and digital architecture, web cams and public screens, surveillance society and reality television. Wide-ranging and thoughtfully illustrated, it intersects disciplines and connects phenomena which are too often left isolated from each other to propose a new way of understanding public and private space and social life in contemporary cities. It will find a broad readership in media and communications, cultural studies, social theory, urban sociology, architecture and art history. Winner of the 2009 Jane Jacobs Urban Communication Award, awarded by the Urban Communication Association.
Theme parks are a uniquely interactive and enduring form of entertainment that have influenced architecture, technology, and culture in surprising ways for more than a century, as Scott Lukas now reveals in his compelling historical chronicle. Theme Park takes the primitive amusements of pleasure gardens as its starting point and launches from there into a rich, in-depth investigation of the evolution of the theme park over the twentieth century. Lukas examines theme parks in countries around the world—including in the United States, Mexico, Europe, Japan, China, South Africa, and Australia—and how themed fairs and parks developed through diverse means and in a variety of settings. The book examines world-famous and lesser-known parks, including the early parks of Coney Island; Madrid’s Movieworld; a series of World Fairs and their luxurious exhibition halls; Six Flags parks and virtual theme parks today; and, of course, the unparalleled achievements of Disneyland and Disney World. Lukas analyzes the theme park as a living entity that unexpectedly shapes people, their relationships, and the world around them. Theme parks have now become complex representations of the human mind itself, he contends, through its interpretations of books, feature films, video games, and Web sites. Ultimately, Theme Park reveals, the wider influence of theme parks can be found in the shopping malls, branded stores, and casinos that employ the tricks and techniques of amusement parks to dominate our entertainment world today. Packed with captivating illustrations, Theme Park takes us on historical roller coaster ride that both reanimates the places that shaped our childhoods and anticipates the future of escapism and fantasy fun.
New York, more than any other city, has held a special fascination for filmmakers and viewers. In every decade of Hollywood filmmaking, artists of the screen have fixated upon this fascinating place for its tensions and promises, dazzling illumination and fearsome darkness. The glittering skyscrapers of such films as On the Town have shadowed the characteristic seedy streets in which desperate, passionate stories have played out-as in Scandal Sheet and The Pawnbroker. In other films, the city is a cauldron of bright lights, technology, empire, egotism, fear, hunger, and change--the scenic epitome of America in the modern age. From Street Scene and Breakfast at Tiffany's to Rosemary's Baby, The Warriors, and 25th Hour, the sixteen essays in this book explore the cinematic representation of New York as a city of experience, as a locus of ideographic characters and spaces, as a city of moves and traps, and as a site of allurement and danger. Contributors consider the work of Woody Allen, Blake Edwards, Alfred Hitchcock, Gregory La Cava, Spike Lee, Sidney Lumet, Vincente Minnelli, Roman Polanski, Martin Scorsese, Andy Warhol, and numerous others.
ABOUT THE BOOK "The world of the Tipping Point is a place where the unexpected becomes expected, where radical change is more than possibility." Malcolm Gladwell's The Tipping Point: How Little Things Can Make a Big Difference is an irreverent, fresh look at why some things become trends and others don't. We are all familiar with and a part of trends, fads, and cultural shifts, but often we don't understand them. It's easy to understand why specific things happen in our own lives, but most of us just stare off into space and shake our heads when we happen to think about why some shirt is in style or why a neighborhood is getting more dangerous. We don't know because there are too many moving parts to think about. In this book, Gladwell zooms in on the relatively microscopic people, aspects, and conditions that spread those trends. He uses the overarching metaphor of an epidemic as a visualization of how ideas spread. Do you know why suddenly some video of a little kid is everywhere on the Internet, or why Harry Potter became the most popular book in the world? Malcolm Gladwell thinks he does. For most of us, trends and ideas are just things that happen around us. Much of what Gladwell is doing makes causes and effects that are too big to think about more human and personal. In that way, he gives us something to grab hold of. It's as if he is taking massive spreadsheets and computer models of information and explaining them to you at a cocktail party over a martini. It works and he makes a lot of sense. Sitting there reading it over you'll think, "Yeah, of course. I already knew that' which is always the mark of a good explanation. Of course, it's impossible to ever know for sure why one fad happens and another doesn't make it out of the gate, but by the end of the book Gladwell has drilled down into the minutiae and created a compelling breakdown on how it generally works. We all understand things that we've never put into words quite succinctly. Gladwell is doing exactly that in this book. The strength of his pop science is that he gives concrete names to nebulous causes that create our world. EXCERPT FROM THE BOOK "The Tipping Point grew out of an article I wrote as a freelancer for Tina Brown at the New Yorker, who ran the piece and then - to my surprise and delight - hired me. Thank you, Tina." Malcolm Gladwell is a prolific writer who lives in New York. His books and articles generate a lot of conversation and debate because they dig into highly contentious and often unanswerable issues. He is a special contributor to The New Yorker magazine, where he writes about things like the science of cool hunting, race and sports, physical genius, the concept of moral hazard and health care, and the difference between puzzles and mysteries. He has published several popular books, including Blink and Outliers. His articles and books are often called pop science because he takes research, rearranges it, and uses it to draw new conclusions about why things happen in our world. Most often his topics are questions that can't be definitively answered or investigations of concepts that are unresolved while being somehow both common and mysterious. His writing is widely read and his breakdown of the "tipping point" concept has been widely referenced and utilized throughout marketing circles... The revolutionary part of this chapter is that he actually pins down the right size of a group to make it the most productive. He takes a deep look at Gore, a fabric innovation company. The company is divided into 150 or so person teams that are separated...
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